Ultimus

Renowned
  • Posts

    1800
  • Joined

  1. Quote:
    Originally Posted by Reppu View Post
    Why not just play what you want? We have numerous people saying TW is better, but you're trying to debunk that somehow.

    Pick it or Ditch It.
    Because just like people said Buzzsaw builds were incredible DPS and they were wrong I am here to debunk this.
  2. Quote:
    Originally Posted by Hopeling View Post
    No, that isn't right.

    If SS at 535% damage (base + 95% enhancement + 90 fury + double Rage) matches TW at 375% damage (base + 95% enhancement + 90 fury), then each point of damage buffs benefits TW more, so even if they're dead even to start with, TW will pull ahead given any damage buffs at all, long before the cap.

    But moreover, it seems quite silly to quote someone saying "TW wins self-buffed, unless you screw up" and interpret that as "SS wins, except with extreme buffs".
    No that isn't right:

    If A = 1.60 + 2.00 + 1.00 (Fury, Enhancement, Double Rage) which is 4.6 X Base DPS (unenhanced DPS damage) = A

    And 2.00 + 1.00 = B which is 3 X Base DPS.

    And A = B

    Then A X 3 = B X 3

    Each point does not matter until SS hits the damage cap.
  3. Its basically like if Follow Up misses for a Claws attack chain.
  4. Quote:
    Originally Posted by Reppu View Post
    I can stop this here with the following:

    Titan Weapon's can take both Heel Proc and Glad Proc, on top of Rend Armor that's a pre-resistance 57.5% Damage Resistance Debuff.

    Heel Procs would go into Rend Armor and Crushing Blow.

    Glad Proc into Arc of Destruction (Which is in your main rotation).

    Also, by your same logic: RA will miss as often as KO Blow or Gloom will miss, and those two powers carry.

    RA also isn't the power that carries TW. It's Follow Through >_> Which you can use twice in a period of Momentum with enough global recharge.

    If you DO manage to miss RA, since RA is your OPENER, you just hit Crushing Blow. Sure, it hurts, but then you just hit Build Momentum when it's off cooldown and go back to your old rotation.

    All things said: Misses hurt both sets equally, since SS relies on KO and Gloom to function just as much as TW relies on not missing it's opener to not derp it's chain and damage.
    Actually it doesn't effect both sets equally. RA missing hurts TW a lot more then KO blow missing due to the fact RA increases the damage of the other attacks. Its even been confirmed by multiple posters that you can fumble a bit in the SS chain and stay on top while the TW chain requires "perfection."

    RA increases your overall DPS by nearly 7.5% and if it requires that to stay even with SS that creates a problem when it misses. I am assuming the goal of the chain is to keep the -Res from RA up perma.

    You are also assuming both procs will be up at the same time for the -Res. However, once team play comes into factor the SS will gain the benefit of the -Res from RA and the procs from that too.

    Burn can also slot that proc if necessary also.
  5. Quote:
    Originally Posted by DarkSideLeague View Post
    What were the codes even for? I can't remember.
    The new Dark Matter costume aura. Its pretty sweet I seen a guy on Virtue with it
  6. Quote:
    Originally Posted by planet_J View Post
    No, TW passes it by period...where did you miss that part? SS cannot hit the cap by itself...the brute cap is over 700% damage...

    When you add attacks that are not inherent to SS to the attack chain it gets closer. By adding gloom and burn, you are taking SS at it's absolute peak and comparing it to TW. But TW can do that same damage with any secondary that has a damage aura...not just fire. Even with gloom but without burn...SS is not even in the same zipcode. Take away damage auras and the gap gets even wider...

    Essentially you are comparing a toon built for one purpose only(SS/Fire/Soul)...to a powerset (TW) that can do what it does, whenever, where ever, with whomever...and still perform the same...day in and day out...while that specific toon (SS/Fire/Soul) cannot if it changes even so much as one piece of the puzzle.

    TW/Elec...TW/Fire...TW/Dark...all those have damage auras...that's all you need for TW to do that damage...

    SS/Fire...and well...nothing else will compete...SS HAS to have burn or you're so short it isn't funny...

    TW doesn't want burn or gloom, you can keep them both...it's still just fine.

    So, wish all you want...TW>SS. Period. Even with Gloom/Burn/Stacked Rage...
    I think you missed my point. Additionally, people have said in some cases they are the same and in others given a perfect chain TW out damages SS slightly but only when Rend Armor doesn't miss. Given a long enough time frame Rend armor will miss.

    As for my point above, I know what the Brute damage cap is it is 775% was 850%. What I am referring to by my statement was that:

    If SS deals DPS A and TW deals DPS B. For simplicity sake lets say A = B (Even though in a "perfect" chain B might be slightly greater then A but I am illustrating my point.)

    So if A = B and A's DPS is a combination of 160% (From Rage double stacked) + 200% Fury + 100% enhancement (Rounded for simplicity)and B's DPS is the same combination minus the 160% from Rage:

    The conclusion is that if both sets are given equal damage buffs lets say 100% X A = B X 100% the DPS would stay the same. A would only fall behind when it hits the damage cap which it would at 160% damage sooner since its already utilizing that damage from rage.

    Therefore, at the damage cap A's DPS would be approximately 160% behind whatever B's base DPS is.

    This is just the simple formula since B's attack chain utilizes a 50% damage for 10 seconds every time Y (I am not sure how often its being popped) it becomes more complex.

    *******

    Ultimately a Pylon isn't telling the entire tale. Several factors will effect TW's single target DPS:

    Time is one factor. Given a long enough period RA will miss.

    Defense and to hit debuffs: Super Strength is immune to these practically, it can have nearly 60% to hit self buffed.

    Level: RA's -Resistance debuff will decrease in duration and total -Resistance as the opponent's level increases. This becomes noticeable once an attack is loses its chance to hit with -Res. Example, lets say 5 attacks are made every 1 second and RA's debuff lasts 5.1 seconds (So the 5th attack hits it) -- If RA's -Res is reduced below 5.1 seconds that 5th attack loses 10% overall damage (Using the tanker debuff number I believe brutes are 7.5%) and that isn't factoring in opponent's level damage.

    *****

    The other factor you are missing is how burn works with Fury. Burn works in two factors:

    Factor A it deals direct damage from the Brute

    Factor B it summons a pet which deals damage over time. This pet will obtain the damage buff from fury but that damage buff will fade in 1 second. Fury is a reoccurring buff that refreshes itself every 1 second. Thus, the SS's burn will have 100% from enhancement plus 160% from Rage for the pet damage portion.

    I know factor B works that way as I had a long discussion with Castle over the forums regarding it back in the day (Like issue 7 or 8) when I kept noticing my burn on my Fire/Fire Brute damage would sharply drop.
  7. Yes the crash will be gone and so will some of the recharge but in that regard you give up some damage. In a lot of cases lieutenants won't be one shotted anymore.

    Here are the full probability numbers of current nukes:

    Nova has a 12.5% chance of doing scale 3.0 damage, 50% chance of doing 4.5 scale damage, and 37.5% chance of doing scale 6.0 damage.

    Now nova will do consistent 4.0 damage if the changes go live.


    To be honest I did use the nukes a lot on my Corruptor (Fire Blast's Inferno) so I am a bit disappointed that I am losing quite a bit of damage. I never felt the crash was that bad but I also had a support secondary or blues on hand.


    Thoughts?
  8. Just hearing that today got me thinking, what if I24 is another big balancing act like ED or GDN? Some powers could get gutted like Rage or Drain Psyche.

    Thoughts?
  9. I saw Fighting and Presence were mentioned, were the others unveiled?
  10. Quote:
    Originally Posted by TommyTrD View Post
    I have both a SS/Fire/Soul and TW/Fire brute, similarly invested set wise. The TW/Fire does beat the SS on pylon times, haven't really measured AOE farm times, but for me to do that on the TW I have to have a flawless attack chain the entire run with zero misses, whereas the SS can have a flub here or there. The DPS difference is minimal enough to not make a big difference and it all comes down to preference. The SS is much MUCH more faceroll friendly. I got my best times with the standard TW attack chain and with BM popped was using: FT RA AOD FT CB FT. If RA would miss it would really hurt my time.
    Interesting. So since SS gets 160% more damage at all times then TW only passes it by when SS does finally hit the cap and TW gets that extra 160% damage?
  11. I don't see how they are asking you to fork your wallet over when the game originally was 15 dollars a month. You could pay the same 15 dollars a month and get that... OR you could buy a 30 day invention license which is like 2 dollars I believe? Maybe 5? So a third of the price.
  12. Quote:
    Originally Posted by Snow Globe View Post
    I meant the lore pet nerf. If groups were getting the Really Hard Way badge with the exploit of the lightning, then that is even MORE ammunition for those that have said since beta that the trial favored some groups more than others.

    I know the badge groups on Triumph have been doing the trial with most, if not all, players on the ground. I also know that we've at times barely succeeded the trial with the lore pets buffed by the wells.

    Again, this is another prime example of the developers overreacting. I also don't expect this change to be reversed. So the people that screamed that the trial was too easy and using the exploit will now get a harder trial while the players that just wanted to succeed without hand-picking groups will be up the creek.

    Bravo devs, bravo.
    While right now it may be hard, in time it will get easier as we get more incarnate shifts and such.
  13. Quote:
    Originally Posted by Zombie Man View Post
    Many of us players also lose our powers while flying. Can't stack 60% Resist from Tar Patches on him in the air.

    lolgroundpowers
    No I agree it made some combinations not as effective, however, it increased the league's overall DPS by so much that it allowed you carry 2-3 people. I saw leagues of 14 people down him the REALLY HARD Way. (No level shifts)

    So yes a league entirely of Trap MM wouldn't be able to do it, but a league could easily carry 2-3 Trap MM's and complete it.
  14. Is Water Blast better suited for any AT over another? For example, Electrical Armor tends to get more leverage from Brutes because it allows them to hit the cap on Energy even being at 75% while the Tanker's extra resistance just overflows and the Scrapper is limited to 75%.

    Also, same question for Beam Rifle? Got two ideas for these.

    Additionally, could you explain why its better for that AT?
  15. Quote:
    Originally Posted by Snow Globe View Post
    As others have said, it won't affect that badge. It will affect "The hard way" badge as people count on that DPS to actually combat the obscene regen rate he has between 40% and 15%. I can see a lot more failures with pickup groups because of this.

    Edit:
    I wonder if the developers seen the effects of the flight bug then decided to punish everyone else for using lore pets.
    Incorrect it does effect that badge. So many groups were getting that badge very easily by flying Tyrant in the air and avoiding the lightning spawns which meant higher league DPS. Of course it meant no bringing trap MM's along but I had seen people doing PUGs of this and successfully obtaining the badge.
  16. Quote:
    Originally Posted by Arcanaville View Post
    The PPMs are a situation with which I'm directly knowledgeable, and I can state categorically that is not what happened. They were investigating the issues players were bringing up with the PPM system right from the start, but as no decision had been made as to whether they were actually going to change the system or not nothing could be stated about those changes until they were actually finalized.

    I'm generally aware of the work the devs were doing on the PPM system because I was working with them to find the cone bug. But I was not at liberty to discuss the fact the devs were well into the process of reexamining the PPM system within the context of player feedback to the system, nor were the devs themselves at liberty to discuss unannounced future feature changes, particularly ones that could affect the in-game store.

    The argument surrounding the devs' inability to freely make forward-looking statements about future development much of the time is a separate discussion.
    What cone bug?
  17. Well I know quite a few people were exploiting the bug where people would fight Tyrant in the air to make the Really Hard Way REALLY easy. The lightning wouldn't effect airborne targets so fighting Tyrant with the entire league 30+ feet in the air would gimp the fight.

    I wonder how many of the current people with this badge used that method.
  18. Quote:
    Originally Posted by Citizen_Razor View Post
    Well, you can't kill any Lights of the Well for that badge, therefore you (or your pets) couldn't get any level shifts in the first place. So no, it won't affect your shot for the "Very Hard Way" badge at all.
    Actually he is referring to the method a LOT of people used to make the Very HArd Way badge VERY easy. Fight Tyrant in the sky and the lightning bolts never hit you.
  19. Quote:
    Originally Posted by Hopeling View Post
    Pylons have the same 20% resistance to all damage types, actually. This is one of the reasons they are such a widely-used benchmark for DPS.

    And yeah, Smashing damage is more commonly resisted than fire/NE, but not dramatically so. Players tend to mentally group it with Lethal, but Lethal is far more resisted. Robots, in particular, tend to be very resistant to Lethal but have low or even negative resistance to Smashing.

    I agree with Reppu's assessment: TW/Fire/Soul is excellent, and a strong competitor to SS/Fire/Soul, but neither clearly has the upper hand. TW by itself is better than SS by itself, but SS gets better use from Burn/Gloom/Darkest Night, both because of Rage and because it never has to deal with redraw.
    Ok TW/Fire/Soul... why? Does the best TW attack chain involve Gloom?

    The above poster posted a chain with just TW attacks alone. So wouldn't that eliminate Soul?
  20. Quote:
    Originally Posted by planet_J View Post
    Also...pylons have high s/l resists...were it not for that...TW would kill pylons even faster...then the gap becomes more significant. On a pylon the dps difference is maybe 20 on something like DE that have poor resist TW is far and away more effective...*but* we are talking a 10 bill+ inf build...with ageless and musculature on both...etc. it's hard to say Joe q. Public will see those numbers...

    Bottom line they're close but TW wins hands down...anything but fire with SS and it's all over for SS. Not a debate at that point.
    Pylons don't have high resistance its the same for all damage types.
  21. Quote:
    Originally Posted by Reppu View Post
    Actually, smashing isn't that common. Those who resist it tend to be sub 22%, which Titan Weapons reduces through Rend Armor (And being able to utilize both -RES Procs).

    You have to factor in the fact... the enemy will probably be in negative resistance due to the procs TW can take.
    It won't be in the negative since resistance resists -resist. A -30% resistance on a 20% resistance would only reduce it to 6%.
  22. Quote:
    Originally Posted by planet_J View Post
    TW/Fire wins...

    SS needs a chain of kob/burn/gloom/burn to compete and must stack rage. It takes 175-180% recharge to run that chain.

    TW runs RA/FT/AOD/CB/FT/BM/WS/FT and it takes ed cap recharge in FT and 190% recharge to run that chain.

    The pylon times tell the tale.
    Whats the damage difference? I think you are forgetting one point. That TW chain is all smashing damage while the SS chain utilizes fire and NE.

    A lot of mobs resist smashing, a lot less resist fire and Ne.
  23. Quote:
    Originally Posted by LowbrowDeluxe View Post
    I've got one of each, although the TW/Fire I locked at 33, and I've played around in Mids with both quite a bit. I like /Fire a lot, and I like doing a lot of damage, and I'd happily switch to anything that let me do a lot of damage without crashes. TW is certainly in the ballpark in terms of aoe killing speed, but I have doubts that Rend Armor puts it in the same league in terms of sustained ST, and that's the only thing I can think of that would close the kind of gap that Rage creates. I realize these aren't the hard number answers you're looking for, but it's sounding to me like wishful thinking on someone's part.
    Don't forget follow up which is one of the highest DPA attacks... if there was a way to close the gap I am assuming it would be a combination of FU, Arc, and Rend. -- CB could be replaced by Gloom as that deals slightly better DPA and is negative energy damage.
  24. Also I believe Mass Confusion is only typed psionic while Seeds has a range defense vector on it. In other words, a person needs Psionic Defense in order to avoid the attack (As the same for the rest of Mind Control).